/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyComponent.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, HideCategories=(Tags, Activation, Cooking, Physics, Replication, Input, AssetUserData, Mesh)) class UWaterBodyComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)
bool
bAffectsLandscape
If enabled, landscape will be deformed based on this water body placed on top of it and landscape height will be considered when determining water depth at runtime
bool
bAlwaysGenerateWaterMeshTiles
When this is set to true, the water mesh will always generate tiles for this water body.
float
CollisionHeightOffset
The distance above the surface of the water where collision checks should still occur.
FPostProcessSet...
CurrentPostProcessSettings
FWaterCurveSett...
CurveSettings
double
FixedWaterDepth
If the Water Material assigned to this component has Fixed Depth enabled, this is the depth that is passed.
TWeakObjectPtr<...
Landscape
TMap<FName,FW...
LayerWeightmapSettings
float
MaxWaveHeightOffset
Offset added to the automatically calculated max wave height bounds.
int32
OverlapMaterialPriority
Higher number is higher priority.
TSoftObjectPtr<...
OwningWaterZone
TObjectPtr<UPh...
PhysicalMaterial
float
ShapeDilation
FWaterBodyStati...
StaticMeshSettings
float
TargetWaveMaskDepth
Water depth at which waves start being attenuated.
TObjectPtr<UMa...
UnderwaterPostProcessMaterial
Post process material to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water).
TObjectPtr<UMa...
UnderwaterPostProcessMID
FUnderwaterPost...
UnderwaterPostProcessSettings
Post process settings to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water).
TArray<TSoftOb...
WaterBodyExclusionVolumes
int32
WaterBodyIndex
Unique Id for accessing (wave, ... ) data in GPU buffers
TArray<TSoftOb...
WaterBodyIslands
Islands in this water body
FWaterBodyHeigh...
WaterHeightmapSettings
TObjectPtr<UMa...
WaterHLODMaterial
TObjectPtr<UMa...
WaterInfoMaterial
TObjectPtr<UMa...
WaterInfoMID
TObjectPtr<UMa...
WaterMaterial
TObjectPtr<USt...
WaterMeshOverride
TObjectPtr<UMa...
WaterMID
TSubclassOf<UN...
WaterNavAreaClass
The navigation area class that will be generated on nav mesh.
TObjectPtr<UWa...
WaterSplineMetadata
TObjectPtr<UMa...
WaterStaticMeshMaterial
TObjectPtr<UMa...
WaterStaticMeshMID
TSoftObjectPtr<...
WaterZoneOverride